Explore different ways to customize your Editor workflows using Editor Utility Blueprints.
https://dev.epicgames.com/community/learning/tutorials/owYv/unreal-engine-getting-started-with-editor-utility-blueprints
There is a compile error when I use Spawn and Register Tab node in the Editor Utility Tool Menu Entry. The results says âEditor Subsystems can only be used in Editor Utilities/Blutilitiesâ.
Hey there !
Be sure to create your Editor Utility Tool Menu Entry with an Editor Utility Blueprint class and not a Blueprint class ! (I updated the tutorial to make it more obvious )
Hope this helps !
Cheers
Thanks for this! It got me most of the way to where I want. Iâm trying to add a new menu entry into the context menu when you right-click a changelist in the View Changelists window, and if I donât set a position it works, gets added to the top of the menu, but Iâd ideally like to put it lower in the menu, ideally at the end of the list but I canât find any docs or guidance on how to use the Insert Position properties correctly. If I switch to anything other than Default it doesnât get added to the menu at all. Any guidance on this?
Hey there,
EDIT: Actually, seems like a bug. I can get the menu entry to appear in the Section by just using the Section Name without the full path, but I canât get it to insert at all regardless of what Name I use. So, good find on the bug!
The following is relevant for finding the section name, Antoine does already cover this in the tutorial but here it is again
set cvar ToolMenus.Edit 1
Now, go to the existing menu youâre editing, and at the top youâll see the full name/path of that menu.
Click on that and youâll get the Menu Editor. You donât actually want to edit anything in here, but you can click on the menu entry to get the âreal nameâ of the menu item you want to insert before or after. Usefully, this includes separators!
The section name is:
ActorViewOptions
So thatâs what youâd put in the Section entry of the Class Defaults.
thanks,
PJ